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planck-js

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2D JavaScript physics engine for cross-platform HTML5 game development

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/* * MIT License * Copyright (c) 2019 Erin Catto * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ // This is used to test sensor shapes. planck.testbed('Breakable', function(testbed) { var pl = planck, Vec2 = pl.Vec2; var world = new pl.World(Vec2(0, -10)); var breakVelocity; var breakAngularVelocity; var broke = false; // Ground body var ground = world.createBody(); ground.createFixture(pl.Edge(Vec2(-40.0, 0.0), Vec2(40.0, 0.0)), 0.0); // Breakable dynamic body var body1 = world.createDynamicBody(Vec2(0.0, 40.0), 0.25 * Math.PI); var shape1 = pl.Box(0.5, 0.5, Vec2(-0.5, 0.0), 0.0); var piece1 = body1.createFixture(shape1, 1.0); var shape2 = pl.Box(0.5, 0.5, Vec2(0.5, 0.0), 0.0); var piece2 = body1.createFixture(shape2, 1.0); world.on('post-solve', function (contact, impulse) { if (broke) { // The body already broke. return; } // Should the body break? var count = contact.getManifold().pointCount; var maxImpulse = 0.0; for (var i = 0; i < count; ++i) { maxImpulse = Math.max(maxImpulse, impulse.normalImpulses[i]); } if (maxImpulse > 40.0) { setTimeout(function() { Break(); broke = true; }); } }); function Break() { // Create two bodies from one. var center = body1.getWorldCenter(); body1.destroyFixture(piece2); var body2 = world.createDynamicBody(body1.getPosition(), body1.getAngle()); piece2 = body2.createFixture(shape2, 1.0); // Compute consistent velocities for new bodies based on // cached velocity. var center1 = body1.getWorldCenter(); var center2 = body2.getWorldCenter(); var velocity1 = Vec2.add(breakVelocity, Vec2.cross(breakAngularVelocity, Vec2.sub(center1, center))); var velocity2 = Vec2.add(breakVelocity, Vec2.cross(breakAngularVelocity, Vec2.sub(center2, center))); console.log(velocity1, velocity2); body1.setAngularVelocity(breakAngularVelocity); body1.setLinearVelocity(velocity1); body2.setAngularVelocity(-breakAngularVelocity); body2.setLinearVelocity(velocity2); } testbed.step = function() { // Cache velocities to improve movement on breakage. if (!broke) { breakVelocity = body1.getLinearVelocity(); breakAngularVelocity = body1.getAngularVelocity(); } }; return world; });